Share this post

Link to post

Share on other sites

Check the Martin Baker site (eucldian space i think, google it). There are a lot tutorials on normals and 3d math. D3DXComputeNormals is designed to compute smooth not flat normals. Flat normals can be computed easily. Just check the site.

Share this post

Link to post

Share on other sites

Thanks for that link, I must admit that is a very useful site, although I couldn't really find an answer to my question.

The main problem I have is that I'm trying to create a normal map for a car bonnet, it is generally flat with a small raised area in the middle of it.

Using D3DXComputeNormalMap() the flat areas come out slightly stripy with every other column of pixels a slightly different shade. This creates odd artifacts when the normal map is then used to access a cubic environment map.